rnd-20061029-1-src
[rocksndiamonds.git] / src / libgame / setup.c
index 4fea0cde0b5fe8b1d45eaac417338c7b3d6e0156..d599d1c794c0082a0715aeb9fc42a3f1a11b07ff 100644 (file)
@@ -1,7 +1,7 @@
 /***********************************************************
 * Artsoft Retro-Game Library                               *
 *----------------------------------------------------------*
-* (c) 1994-2002 Artsoft Entertainment                      *
+* (c) 1994-2006 Artsoft Entertainment                      *
 *               Holger Schemel                             *
 *               Detmolder Strasse 189                      *
 *               33604 Bielefeld                            *
@@ -92,6 +92,8 @@ static int compareTreeInfoEntries(const void *, const void *);
 static int token_value_position   = TOKEN_VALUE_POSITION_DEFAULT;
 static int token_comment_position = TOKEN_COMMENT_POSITION_DEFAULT;
 
+static SetupFileHash *level_artwork_info_hash = NULL;
+
 
 /* ------------------------------------------------------------------------- */
 /* file functions                                                            */
@@ -1205,18 +1207,20 @@ char *getPersonalDataDir(void)
 
 char *getUserGameDataDir(void)
 {
-  if (program.userdata_path == NULL)
-    program.userdata_path = getPath2(getPersonalDataDir(),
-                                    program.userdata_subdir);
+  static char *user_game_data_dir = NULL;
+
+  if (user_game_data_dir == NULL)
+    user_game_data_dir = getPath2(getPersonalDataDir(),
+                                 program.userdata_subdir);
 
-  return program.userdata_path;
+  return user_game_data_dir;
 }
 
 void updateUserGameDataDir()
 {
 #if defined(PLATFORM_MACOSX)
   char *userdata_dir_old = getPath2(getHomeDir(), program.userdata_subdir_unix);
-  char *userdata_dir_new = getUserGameDataDir();
+  char *userdata_dir_new = getUserGameDataDir();       /* do not free() this */
 
   /* convert old Unix style game data directory to Mac OS X style, if needed */
   if (fileExists(userdata_dir_old) && !fileExists(userdata_dir_new))
@@ -1233,7 +1237,6 @@ void updateUserGameDataDir()
   }
 
   free(userdata_dir_old);
-  free(userdata_dir_new);
 #endif
 }
 
@@ -1703,6 +1706,27 @@ static void *loadSetupFileData(char *filename, boolean use_hash)
   return setup_file_data;
 }
 
+void saveSetupFileHash(SetupFileHash *hash, char *filename)
+{
+  FILE *file;
+
+  if (!(file = fopen(filename, MODE_WRITE)))
+  {
+    Error(ERR_WARN, "cannot write configuration file '%s'", filename);
+
+    return;
+  }
+
+  BEGIN_HASH_ITERATION(hash, itr)
+  {
+    fprintf(file, "%s\n", getFormattedSetupEntry(HASH_ITERATION_TOKEN(itr),
+                                                HASH_ITERATION_VALUE(itr)));
+  }
+  END_HASH_ITERATION(hash, itr)
+
+  fclose(file);
+}
+
 SetupFileList *loadSetupFileList(char *filename)
 {
   return (SetupFileList *)loadSetupFileData(filename, FALSE);
@@ -2285,14 +2309,12 @@ void LoadLevelInfo()
   LoadLevelInfoFromLevelDir(&leveldir_first, NULL, options.level_directory);
   LoadLevelInfoFromLevelDir(&leveldir_first, NULL, getUserLevelDir(NULL));
 
-#if 1
   /* after loading all level set information, clone the level directory tree
      and remove all level sets without levels (these may still contain artwork
      to be offered in the setup menu as "custom artwork", and are therefore
      checked for existing artwork in the function "LoadLevelArtworkInfo()") */
   leveldir_first_all = leveldir_first;
   cloneTree(&leveldir_first, leveldir_first_all, TRUE);
-#endif
 
   AdjustGraphicsForEMC();
 
@@ -2653,6 +2675,20 @@ void LoadLevelArtworkInfo()
 {
   DrawInitText("Looking for custom level artwork:", 120, FC_GREEN);
 
+#if 0
+  if (level_artwork_info_hash == NULL)
+  {
+    char *filename = getPath2(getSetupDir(), "test.conf");
+
+    level_artwork_info_hash = loadSetupFileHash(filename);
+
+    if (level_artwork_info_hash == NULL)
+      level_artwork_info_hash = newSetupFileHash();
+
+    free(filename);
+  }
+#endif
+
   LoadArtworkInfoFromLevelInfo(&artwork.gfx_first, leveldir_first_all);
   LoadArtworkInfoFromLevelInfo(&artwork.snd_first, leveldir_first_all);
   LoadArtworkInfoFromLevelInfo(&artwork.mus_first, leveldir_first_all);